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If cynos where changed. An open discussion of how Cynos effect PVP/PVE game play in eve.

First post
Author
Stonecrusher Mortlock
The Scope
Gallente Federation
#1 - 2013-05-29 18:54:39 UTC
If cynos where changed. An open discussion of how Cynos effect PVP/PVE game play in eve.


I would like to have a talk about Cynos, and about how changes to them would effect game play with out getting in to a suggest thread in F&I or completely derailing other threads.

See it as brain storming in the section of the eve forums with the most eyes to view it and contribute to the discussion, as all threads in F&I quickly fade away after the 10 or 20 people active in that section post.


I'm wanting to see what people think the pros and cons of changing cynos would be.


No Cyno within 350km of Stations, OutPosts, POS's and Gates.




A few brain storming words/phrases.


Adverse effects.
Hotdrops.
Risk.
Rewards.
Effort.
Interdiction.
Blockades.
Alliances.
Small Gang.
Logistics.
Game Play.




Unsuccessful At Everything
The Troll Bridge
#2 - 2013-05-29 18:56:27 UTC  |  Edited by: Unsuccessful At Everything
This has absolutely nothing to do with your last thread about not being able to stop supply lines from jumping in/out of systems....right?

Edit:

Naw, couldnt be.

Quote:
The addition of Jump capable ships, made supplying large groups less of a chore, but had the adverse effect of making supply lines completely immune to attack in any meaningful form.

Since the cessation of their usefulness is imminent, may I appropriate your belongings?

Obvious Cyno
The Scope
Gallente Federation
#3 - 2013-05-29 18:58:21 UTC
I like cynos the way they are.
Yula Khardula
#4 - 2013-05-29 19:02:28 UTC
~don't nerf me bro
Stonecrusher Mortlock
The Scope
Gallente Federation
#5 - 2013-05-29 19:06:56 UTC  |  Edited by: Stonecrusher Mortlock
Unsuccessful At Everything wrote:
This has absolutely nothing to do with your last thread about not being able to stop supply lines from jumping in/out of systems....right?






That tread is a completely different subject.

If during that discussion some one spark my interest in talking about a different part of the eve game play that might or might not relate in some way to a small part of a Current thread discussing the game play of eve online.




Besides the other thread has currently devolved in to a CSM member whining about Null sec industry.
Some Rando
University of Caille
Gallente Federation
#6 - 2013-05-29 19:10:01 UTC
Stonecrusher Mortlock wrote:
Besides the other thread has currently devolved in to a CSM member whining about Null sec industry.

Speaking of which, let's add some new brain-storming words/phrases to the mix:
Whining.
CSM.
Industry.
Tread.

CCP has no sense of humour.

Jenn aSide
Worthless Carebears
The Initiative.
#7 - 2013-05-29 19:11:24 UTC
Stonecrusher Mortlock wrote:
If cynos where changed. An open discussion of how Cynos effect PVP/PVE game play in eve.


I would like to have a talk about Cynos, and about how changes to them would effect game play with out getting in to a suggest thread in F&I or completely derailing other threads.

See it as brain storming in the section of the eve forums with the most eyes to view it and contribute to the discussion, as all threads in F&I quickly fade away after the 10 or 20 people active in that section post.


I'm wanting to see what people think the pros and cons of changing cynos would be.


No Cyno within 350km of Stations, OutPosts, POS's and Gates.




A few brain storming words/phrases.


Adverse effects.
Hotdrops.
Risk.
Rewards.
Effort.
Interdiction.
Blockades.
Alliances.
Small Gang.
Logistics.
Game Play.






The big reason "some people" want cynos/logistics/jump bridging etc etc nerfed seems to be the belief that in some way it will foster more pvp.

People who think that just don't understand how human nature works (if they did they'd see why 3/4ths of EVE's characters are in high sec when the majority of EVE space is not-high-sec and high sec has the lowest "rewards" of all space).

The most probable outcome is simply fewer people/groups taking risks. If players couldn't jump from null to low (for example) with a high degree of certainty that they won't lose an expensive jump-capable ship and it's cargo, rather than jump and risk death (or bring friends) the average person just won't jump.

Right now, even with Cynos on stations many people won't jump to null sec with a single non-blue in system (i will, but I'm crazy).

This makes logistics harder, which raises prices of things in null sec and raises the hassle factor for lots of people. End result: null sec becomes even less attractive than it is right now.

-
History is the best teacher and history teaches that inserting more inconvenience into a voluntary experience (like living/playing/fighting in null sec) means fewer people bothering to continue seeking the experience.

Look at high Sec incursions, a minor balance pass to tame some of the farming (ie introducing more frigs or changing how waves spawn) DECIMATED the incursion running community. Look at null sec military upgrades, a minor change to anomaly line up per system started an exodus from null that null STILL hasn't recovered from. There are lots of examples.

I know the idea sounds good in your head (cynos away from stations/structures), but it would hurt pvp and player interactions in unintended ways. The current way isn't perfect, but it at least does still allow people to keep supplied and that keeps the null sec destruction engine going and EVERYONE (whether they admit it or not) has a stake in this cycle continuing in strong fashion.
Stonecrusher Mortlock
The Scope
Gallente Federation
#8 - 2013-05-29 19:14:52 UTC
Some Rando wrote:
Stonecrusher Mortlock wrote:
Besides the other thread has currently devolved in to a CSM member whining about Null sec industry.

Speaking of which, let's add some new brain-storming words/phrases to the mix:
Whining.
CSM.
Industry.
Tread.





Seeing as no one in the other thread seen the people talking about the cynos and completely ignored them when they brought them up i determined it should be its own Discussion.





I would kindly ask you to stop trolling this thread in a attempt to get it moved or locked.
Yula Khardula
#9 - 2013-05-29 19:19:26 UTC
Jenn aSide wrote:

The big reason "some people" want cynos/logistics/jump bridging etc etc nerfed seems to be the belief that in some way it will foster more pvp.


Reasoned response.

Jenn aSide wrote:

People who think that just don't understand how human nature works (if they did they'd see why 3/4ths of EVE's characters are in high sec when the majority of EVE space is not-high-sec and high sec has the lowest "rewards" of all space).


And a re-direct to another issue.

I guess the claim being made here is that everyone would simply pack up and move to highsec? I doubt it. And if they did, CCP then has all the incentive they need to actually improve null to the point where people want to move out there.
Jenn aSide
Worthless Carebears
The Initiative.
#10 - 2013-05-29 19:27:50 UTC
Yula Khardula wrote:
Jenn aSide wrote:

The big reason "some people" want cynos/logistics/jump bridging etc etc nerfed seems to be the belief that in some way it will foster more pvp.


Reasoned response.

Jenn aSide wrote:

People who think that just don't understand how human nature works (if they did they'd see why 3/4ths of EVE's characters are in high sec when the majority of EVE space is not-high-sec and high sec has the lowest "rewards" of all space).


And a re-direct to another issue.


Nope, it's the exact same issue. The example is just to support the idea. People don't act in ways other people find rational, they act in ways THEY think are rational.

So while to one person "moving cynos away from structures" seems like a great idea, the reality is that rather than fostering more fights, it would foster LESS fights as people say "screw it, not worth it". That's the same thinking many people in high sec have about null in general, people like me have proven you can live in null, but for people like them the hassel isn't worth it.

The most likely of moving cynos away are bad. Cynos being able to be lit on station and near POSs DO have bad effects on the game (making logistics "safe"), but fixing that problem could make other things worse withing fixing a whole slew of other issues 1st. That's all i'm saying.

Quote:

I guess the claim being made here is that everyone would simply pack up and move to highsec? I doubt it. And if they did, CCP then has all the incentive they need to actually improve null to the point where people want to move out there.


Yea, improve null after you game's subs have dropped to half lol. Not that I'm claiming people will quit the game (I don't know, but i don't think so), i'm saying making a change you suspect is bad just so that you can realize it's bad and make things better is, well, bad thinking.

I don't think there is much CCP can do to make "null attractive" without breaking the game. CCP should focus on giving us tools to find solutions to problems (and make problems for others lol) and not worry about where we live in space.
Some Rando
University of Caille
Gallente Federation
#11 - 2013-05-29 19:27:52 UTC
Stonecrusher Mortlock wrote:
Some Rando wrote:
Stonecrusher Mortlock wrote:
Besides the other thread has currently devolved in to a CSM member whining about Null sec industry.

Speaking of which, let's add some new brain-storming words/phrases to the mix:
Whining.
CSM.
Industry.
Tread.





Seeing as no one in the other thread seen the people talking about the cynos and completely ignored them when they brought them up i determined it should be its own Discussion.





I would kindly ask you to stop trolling this thread in a attempt to get it moved or locked.

I'm not trolling at all, I just think these additional brain-storming words/phrases should be included with your original brain-storming words/phrases list because they are relevant to a discussion about cynos.

CCP has no sense of humour.

Stonecrusher Mortlock
The Scope
Gallente Federation
#12 - 2013-05-29 19:34:50 UTC  |  Edited by: Stonecrusher Mortlock
Some Rando wrote:
Stonecrusher Mortlock wrote:
Some Rando wrote:
Stonecrusher Mortlock wrote:
Besides the other thread has currently devolved in to a CSM member whining about Null sec industry.

Speaking of which, let's add some new brain-storming words/phrases to the mix:
Whining.
CSM.
Industry.
Tread.





Seeing as no one in the other thread seen the people talking about the cynos and completely ignored them when they brought them up i determined it should be its own Discussion.





I would kindly ask you to stop trolling this thread in a attempt to get it moved or locked.

I'm not trolling at all, I just think these additional brain-storming words/phrases should be included with your original brain-storming words/phrases list because they are relevant to a discussion about cynos.



As Thread and Whining have no value in this Discussion.

You clearly made a correlation between this thread and attempted to have this one derailed in similar fashion to the other one down a path CCP is all ready in the process of iterating on. Trolling/attempting to disrupting the thread.











Back to the Discussion of Cynos,


Changing Cynos would have an effect on the safety of moving Titans Supers and Carriers around the game, resulting in more dead capitals, a thing every eve player can agree is a good thing.
Yula Khardula
#13 - 2013-05-29 19:35:52 UTC
Jenn aSide wrote:

Yea, improve null after you game's subs have dropped to half lol. Not that I'm claiming people will quit the game (I don't know, but i don't think so), i'm saying making a change you suspect is bad just so that you can realize it's bad and make things better is, well, bad thinking.

I don't think there is much CCP can do to make "null attractive" without breaking the game. CCP should focus on giving us tools to find solutions to problems (and make problems for others lol) and not worry about where we live in space.


I don't know if you're purposefully contradicting or not, but claiming the game's subs would drop by half is claiming people would quit the game. Neither claim, of course, has any bearing on how good or bad an idea is. They're just vacuous opinions with absolutely no explanation.

I don't personally care if null is a magnet for players either. I chose to live their before because it was the place for unrestricted pvp. I agree CCP should focus on finding solutions to the problems here, but if you can't accept that effortless logistics and projection are part of the problem then I have to wonder what you think the problems are.
Jenn aSide
Worthless Carebears
The Initiative.
#14 - 2013-05-29 19:59:56 UTC
Yula Khardula wrote:
Jenn aSide wrote:

Yea, improve null after you game's subs have dropped to half lol. Not that I'm claiming people will quit the game (I don't know, but i don't think so), i'm saying making a change you suspect is bad just so that you can realize it's bad and make things better is, well, bad thinking.

I don't think there is much CCP can do to make "null attractive" without breaking the game. CCP should focus on giving us tools to find solutions to problems (and make problems for others lol) and not worry about where we live in space.


I don't know if you're purposefully contradicting or not, but claiming the game's subs would drop by half is claiming people would quit the game. Neither claim, of course, has any bearing on how good or bad an idea is. They're just vacuous opinions with absolutely no explanation.


I think I made myself clear there. The point is i'ts bad thinkning to go ahead and break something in order to spur yourself to make it better. You suggested that a change would be good because even if it did screw things up that would make ccp finally fix null. I disagree with that thinking.
Quote:

I don't personally care if null is a magnet for players either. I chose to live their before because it was the place for unrestricted pvp. I agree CCP should focus on finding solutions to the problems here, but if you can't accept that effortless logistics and projection are part of the problem then I have to wonder what you think the problems are.


"Effortless logistics" is a symptom, not the problem. EVE is a complex system and should be treated at such. Saying that you can fix one thing and everything will be ok in a complex system is wrong.

I'm saying EVE's logistics as they are right now are (like local chat) a "necessary evil", because at least it allows null player to have a way to resupply after throwing ships at each other. Doing anything that would make it harder for null players to throw ships at each other is a bad idea for a game economy tied to consumption.
Tippia
Sunshine and Lollipops
#15 - 2013-05-29 20:07:58 UTC  |  Edited by: Tippia
Stonecrusher Mortlock wrote:
Changing Cynos would have an effect on the safety of moving Titans Supers and Carriers around the game, resulting in
…fewer supers and capitals being put in harm's way, meaning fewer dead caps. They'd be deployed when victory is certain — resulting in more blobbing.


Let's put it this way: what problem are you trying to solve?
Yula Khardula
#16 - 2013-05-29 20:09:30 UTC
Jenn aSide wrote:

"Effortless logistics" is a symptom, not the problem. EVE is a complex system and should be treated at such. Saying that you can fix one thing and everything will be ok in a complex system is wrong.

I'm saying EVE's logistics as they are right now are (like local chat) a "necessary evil", because at least it allows null player to have a way to resupply after throwing ships at each other. Doing anything that would make it harder for null players to throw ships at each other is a bad idea for a game economy tied to consumption.


Except I explicitly stated that everything won't be ok and the onus is, as always, on CCP to fix that.

I must ask you again, what you think the problem is, because I think that's the meat of this argument. If having easy logistics and such is a necessary evil, then what big honking issue is forcing that to be necessary?

The argument that anything which upsets the status quo is "bad for the game," could be made about literally every change in every game ever made. It doesn't answer the fundamental question of why things are engineered the way they are or how they might be more effectively designed to produce the desired outcome, which in our case would be emergent pvp.
Stonecrusher Mortlock
The Scope
Gallente Federation
#17 - 2013-05-29 20:11:24 UTC
Jenn aSide wrote:
Yula Khardula wrote:
Jenn aSide wrote:

Yea, improve null after you game's subs have dropped to half lol. Not that I'm claiming people will quit the game (I don't know, but i don't think so), i'm saying making a change you suspect is bad just so that you can realize it's bad and make things better is, well, bad thinking.

I don't think there is much CCP can do to make "null attractive" without breaking the game. CCP should focus on giving us tools to find solutions to problems (and make problems for others lol) and not worry about where we live in space.


I don't know if you're purposefully contradicting or not, but claiming the game's subs would drop by half is claiming people would quit the game. Neither claim, of course, has any bearing on how good or bad an idea is. They're just vacuous opinions with absolutely no explanation.


I think I made myself clear there. The point is i'ts bad thinkning to go ahead and break something in order to spur yourself to make it better. You suggested that a change would be good because even if it did screw things up that would make ccp finally fix null. I disagree with that thinking.
Quote:

I don't personally care if null is a magnet for players either. I chose to live their before because it was the place for unrestricted pvp. I agree CCP should focus on finding solutions to the problems here, but if you can't accept that effortless logistics and projection are part of the problem then I have to wonder what you think the problems are.


"Effortless logistics" is a symptom, not the problem. EVE is a complex system and should be treated at such. Saying that you can fix one thing and everything will be ok in a complex system is wrong.

I'm saying EVE's logistics as they are right now are (like local chat) a "necessary evil", because at least it allows null player to have a way to resupply after throwing ships at each other. Doing anything that would make it harder for null players to throw ships at each other is a bad idea for a game economy tied to consumption.




There's a Big deference between removing cynos and Moving cynos from right next to thing, if you can't guard your space well enough or your mid point well enough to feel its safe to jump that's not your system, the people that's living next to you are allowing you to stay there for easy kills.
Beekeeper Bob
Beekeepers Anonymous
#18 - 2013-05-29 20:15:37 UTC
If tears were rain, we'd be having a 100 year storm about now?

Jump freighters die all the time in this game.

If you're so bad at this game that you require a change in the mechanics to make ganking easier, you're doing it wrong...Oops

Signature removed - CCP Eterne

Implying Implications
Sebiestor Tribe
Minmatar Republic
#19 - 2013-05-29 20:31:00 UTC
I have a better idea: stop posting.
Jenn aSide
Worthless Carebears
The Initiative.
#20 - 2013-05-30 00:02:11 UTC  |  Edited by: Jenn aSide
Yula Khardula wrote:
Jenn aSide wrote:

"Effortless logistics" is a symptom, not the problem. EVE is a complex system and should be treated at such. Saying that you can fix one thing and everything will be ok in a complex system is wrong.

I'm saying EVE's logistics as they are right now are (like local chat) a "necessary evil", because at least it allows null player to have a way to resupply after throwing ships at each other. Doing anything that would make it harder for null players to throw ships at each other is a bad idea for a game economy tied to consumption.


Except I explicitly stated that everything won't be ok and the onus is, as always, on CCP to fix that.

I must ask you again, what you think the problem is, because I think that's the meat of this argument. If having easy logistics and such is a necessary evil, then what big honking issue is forcing that to be necessary?


The OP is the one defining a "problem". I don't actually think there is one. In a perfect world you could do as the op suggests (move cynos away from structures) and the end result would be more pvp thus more fun.

But how do people REALLY act? Not "how do I act?" or "How would you act?" but how would the average EVE player react. The average EVE player IMO would jump a capital or super capital ship to a cyno when there was ANY chance of it getting killed. I might but then Im crazy lol.

Just like with CCP's anom nerf. The goal was more pvp ("give grous a reason to fight over space"). The actual result was less conflict as fewer empire PVE corps sought to rents space and many null pvp players sent their pve alts to other areas of space (wormholes, incursions, missions of various types, faction war LP farming etc etc).

If a thing, a change, whatever, actually WORKS, i'm all for it, progress is good and more is better yadda yadda. But this idea, while sounding great (yea, move cynos away from stuff and watch the fights happen!) actually fails the reality test.

The simple truth is this, in the same way you can NOT force a true carebear out of high sec, you can't FORCE even a pvp'r to fight and every attempt to do so has and will fail (anyone remember the promises of the last SovWar update lol, according to CCP we should all be thrashing each other in null sec right now).

The only thing CCP can do is go us tools that help us do things (like pvp) and then get out of the way. Like for instance some kind of mechanic that increases our ability to bounce ships off stations or some way to prevent people from docking after a cyno (just spitballing ideas, not making suggestions, even as I typed that I shot it down in my head lol).

Quote:

The argument that anything which upsets the status quo is "bad for the game," could be made about literally every change in every game ever made. It doesn't answer the fundamental question of why things are engineered the way they are or how they might be more effectively designed to produce the desired outcome, which in our case would be emergent pvp.


I simply suggest that trying to engineer outcomes in the 1st place is the problem.
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